Filament-based smoke with vortex shedding and variational reconnection
ACM SIGGRAPH 2010 papers
A particle-based method for large-scale breaking waves simulation
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part I
A particle-based method for preserving fluid sheets
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Detail-preserving rendering of free surface fluid with Lattice Boltzmann
Transactions on edutainment VI
Fast GPU-Based fluid simulations using SPH
PARA'10 Proceedings of the 10th international conference on Applied Parallel and Scientific Computing - Volume 2
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We present a new adaptive model for real-time fluid simulation based on Smoothed Particle Hydrodynamics (SPH) framework. Unlike traditional time-consuming SPH methods, our model can simulate fluid at a considerably faster speed without losing realism. In our model, we first introduce the non-uniform particle system and propose a generalized distance field function which considers not only geometrical complexity but also physical complexity of fluid body. And the new sampling rules for splitting and merging of particles are also presented. This can greatly reduce the computation time of the dynamic fluid simulation. Then, a new pressure state equation and an adaptive surface tension model are proposed to enhance the stability of the system and to make the free surface more realistic. To further accelerate the computation, a special fluid solver is designed and implemented using GPU. Various fluid phenomena like breaking wave and flood are simulated at real-time. Experiments demonstrate that our new adaptive model can greatly enhance the computation efficiency of fluid simulation compared with previous adaptive methods. Copyright © 2009 John Wiley & Sons, Ltd. We present a new adaptive sampling model based on SPH framework for real-time fluid simulation by introducing a generalized distance field function in non-uniform particle system and building the splitting and merging rules for particles. To make the simulation more stable and visually continuous, we introduce a modified pressure state equation and a new surface tension model. Various fluid scenes including breaking wave and flood are simulated in real-time with realism.